Replay-derived match flow, timings, and composition.

Advanced match analysis

0000000 vs RequeL

Queue
Ranked 1v1 Supremacy
Map
Oasis
Map Seed
15818
Duration
32:11
Patch
19.17020
Played
· 8 hours ago
Oasis map preview
MapOasis
Winner
0000000 Zeus · Elo 1645 +12
32:11 Match length
Defeated
RequeL Hades · Elo 1525 -12
66.6% win probability Pre-match · 0000000 favored win probability 33.4%
Key momentsIn match order
Fastest Classical
3:39* RequeL Ares · estimated
First pressure
3:55 0000000 Stable
Armory timing
8:51 RequeL Armory
Fastest Heroic
11:36* RequeL Apollo · estimated
Fortress timing
15:19 0000000 Fortress
First extra TC
18:42 0000000 Town Center
Market timing
21:33 0000000 Market
Fastest Mythic
21:59* 0000000 Hera · estimated

0000000

Zeus · Blue
Win 1645 +12
EAPM
60.3
Favorite unit
Hippeus
49 fielded
Largest army
111
First expansion
18:42
Age path
HermesClassical · Research start 2:53
DionysusHeroic · Est. start 12:18
HeraMythic · Est. start 19:59
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
Large army production111 military units
No post-game awards

RequeL

Hades · Maroon
Loss 1525 -12
EAPM
60.7
Favorite unit
Hoplite
26 fielded
Largest army
74
First expansion
31:52
Age path
AresClassical · Research start 2:39
ApolloHeroic · Est. start 10:21
MythicNot reached
Opening read
1 TC Classical FightThe opening stayed on one Town Center and Classical with meaningful military production.
Early MilitaryMeaningful trained combat units were produced during the early opening.
Fast ClassicalClassical completed before 4:00 on a standard land opening.
No post-game awards

Chronology

Timeline

Hover or focus an event to read it.
Key Key event Unit Hero Myth unit Building Technology God power Pre-queued technology Batch · 1 layer per 5 training queues Age completion

*Age completion times are estimated from a recorded research start, or from prequeue timing plus prerequisite-readiness and standard research duration.

Match flow

Military production

Cumulative military units trained. Markers show Town Centers, fortresses and Age completions.

Tempo

EAPM over time

Estimated actions per minute from replay commands, sampled each minute.
Resource exchangeMarket flow No market trades observed

No market trades observed.

Final totals

Composition

Military excludes economic and support units such as villagers, Miko, fishing ships, caravans, ox carts, and priests.

0000000

Army · 111

Units

Hippeus49
Prodromos23
Hypaspist11
Centaur10
Jason4
Helepolis3
Hoplite3
Medusa3
Heracles2
Bellerophon1
Myrmidon1
Odysseus1
Buildings 11 types
Farm28
House15
Storehouse10
Granary6
Stable4
Military Academy3
Temple2
Armory1
Fortress1
Market1
Town Center1
God powers 7 invoked
Bronze3
Bolt2
Cease Fire1
Lightning Storm1

RequeL

Army · 74

Units

Hoplite26
Prodromos17
Manticore9
Toxotes7
Achilles4
Cyclops4
Ajax3
Chiron2
Hippeus1
Petrobolos1
Buildings 11 types
House15
Farm12
Storehouse11
Stable7
Archery Range3
Granary3
Military Academy3
Fortress2
Armory1
Temple1
Town Center1
God powers 3 invoked
Sentinel2
Underworld Passage1